Kyle Aarons Posted December 21, 2014 Report Share Posted December 21, 2014 Healing You heal whenever you regain hit points through magical or mundane means. When you regain hit points, you add them to your current hit point total. You can't have more hit points than your maximum hit points. Any hit points regained in excess of your maximum hit point total are lost. If you would regain hit points while your current hit points are below 0, the effect first brings your current hit point total to 0 and then you add the hit points regained to your current hit point total. So if you are at -5 hit points and Jozan the cleric casts cure light wounds to let you regain 4 hit points, you have 4 hit points. Resting The most expedient method of healing is through magic, but when magic is not available, you can also regain hit points by resting. You can take two different kinds of rests: a short rest and a long rest. Short Rest A short rest is a period of downtime, about 1 hour long, during which you catch your breath, eat, drink, and clean and bind wounds. Certain abilities and items, such as a healer's kit, allow you to spend one or more of your Hit Dice during a short rest, up to your maximum number of Hit Dice. For each Hit Die you spend in this way, roll the die and add to it your Constitution modifier. You regain hit points equal to the total. You can decide to spend additional Hit Dice after each roll. Once you have spent all your Hit Dice, you must take a long rest to regain them. Long Rest A long rest is a period of extended downtime, about 10 hours long, during which you sleep or perform light activity: reading, talking, eating, or standing watch for no more than 2 hours of the rest period. If you take any strenuous action during a long rest, such as attacking, taking damage, or casting a spell, you must start the rest over. You must have at least 1 hit point to take a long rest. At the end of the rest, you regain all your hit points and Hit Dice. You cannot take more than one long rest in a 24-hour period. Healing Hit dice have been reintroduced into the game, you start the game with one of a varying size depending on your class and continue gaining additional dice each time you level. Hit dice can be “spent” to regain hit points. During a short rest (1 hour) you can spend as many hit dice as you like to regain their total die roll + CON modifier of HP. After a long rest (at least 10 hours) a PC will regain all lost HP, and also regain a number of spent hit dice up to half of their total number of hit dice. Death and Exhaustion Per the rules, a character dies when they have failed 3 death saving throws, which start happening once you are at or below 0hp, and rolling 3 failed death saves still kills them. (my house rule is if you drop to exactly 0 you are not dying, you are instead unconscious and stable with no need to saving rolls) also rolling a 1 on a death save counts as 2 failures! Although rolling a 20 means you not only stabilized but have recovered a single hit point. Death saves are made at DC 10 on a D20 and a character cannot be proficient in death saving throws. Also, in the rules a character is instantly killed if they reach the negative value of their max HP. If you have 13 hp you would die at -13 hp. Lastly, exhaustion is kind of a status track that a Player Character can travel upward and downward on that results from things such as being exposed to extreme conditions, temperatures, and that sort of thing. Exhaustion incurs long term penalties, such as reduced speed, HP, disadvantage, and even death. Exhaustion levels: please see page 106 of the basic rules for more on this: but here are the leves of exhaustion for quick reference: 1 Disadvantage on ability checks 2 Speed halved 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 6 Death Now for the bad stuff. Fumbles, critical failures, epic fails; you know the fall on your face really bad unexpected things in life. Here are some tables that provide results of a roll of a 1 on an attack check then a roll of a second 1 or 2 on a fumble check. Melee with weapons, unarmed melee/natural weapons, ranged attack with weapon and spell attack tables are provided for your pleasure and pain. Melee with Weapon D100 01 – 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone. 06 – 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends. 10 • Something in your eye. Your melee attacks only do half damage for the remainder of the encounter. 11 - 15 • Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage. 16 – 19 • Wind knocked out of you. You become exhausted to level 1 of that condition. 20 • Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the encounter. 21 – 25 • Shook yourself up. You are stunned for 1 rd. 26 - 29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter 30 • Panic attack. You must make a successful DC 10 WIS Save or become frightened for the remainder of the encounter. 31 – 35 • Dropped weapon. Your drop your weapon and it falls 10’ from your location in a random direction. 36 – 39 • Discombobulated. You become incapacitated for 1 rd. 40 • You’ve fallen and you can’t get up. You immediately fall prone and lose all movement this round. 41 – 45 • Bad timing. You drop to last in the imitative order for the combat but do not act again this turn. 46 – 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d6 damage every rd. until healed. 50 • Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they would suffer an Attack of Opportunity to do so. 51 - 55 • Exposed defenses. Your swing unbalances you so much that your target may take one melee attack against you as a reaction. 56 – 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter. 60 • Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you. 61 – 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee attack vs. you. 66 - 69 • Revealed intentions. You and your allies all suffer disadvantage for your next attack. 70 • Wrong target. You mistakenly strike an ally adjacent to you with your attack. 71 – 75 • Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You must make a DC 14 STR check to remove it as an action. 76 – 79 • Devastating error. Your opponent may immediately make one melee attack with advantage against you as a reaction. 80 • Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a DC 8 Save and get a +1 to their roll for every + of the weapon. 81 – 85 • Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your location in a random direction. 86 – 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd. 90 • Horrible aftermath. Roll twice on this chart and apply both effects to yourself. 91 - 95 • Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your damage as if you had hit your target and apply it to yourself. 96 – 99 • Did you see that? Your attack ricochets back and you hit yourself. Apply the maximum damage to yourself as if you had hit your target. 100 • No! Your attack ricochets back and you hit yourself. Apply the maximum critical damage to yourself as if you had hit your target. Melee unarmed or natural weapons D100 01 – 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone. 06 – 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends.. 10 • Something in your eye. Your melee attacks only do half damage for the remainder of the encounter. 11 - 15 • Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage. 16 – 19 • Wind knocked out of you. You become exhausted to level 1 of that condition. 20 • Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the encounter. 21 – 25 • Shook yourself up. You are stunned for 1 rd. 26 - 29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 30 • Panic attack. You must make a successful DC 10 WIS Save or become frightened for the remainder of the encounter. 31 – 35 • Bruised. You injure yourself slightly; you take 1d6 damage every round until healed. 36 – 39 • Discombobulated. You become incapacitated for 1 rd. 40 • You’ve fallen and you can’t get up. You immediately fall prone and lose all movement this round. 41 – 45 • Bad timing. You drop to last in the imitative order for the combat but do not act again this turn. 46 – 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d6 damage every rd. until healed. 50 • Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they would suffer an Attack of Opportunity to do so. 51 - 55 • Exposed defenses. Your attack unbalances you so much that your target may take one melee attack against you as a reaction. 56 – 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter. 60 • Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you. 61 – 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee attack vs. you. 66 - 69 • Revealed intentions. You and your allies all suffer disadvantage for your next attack. 70 • Wrong target. You mistakenly strike an ally adjacent to you with your attack. 71 – 75 • Stuck! Your foot becomes lodged in the floor or a nearby object. You are restrained. You must make a DC 14 STR check to remove it as an action. 76 – 79 • Devastating error. Your opponent may immediately make one melee attack with advantage against you. 80 • Collision. You collide with an adjacent ally, knocking you both prone. 81 – 85 • Thrown into chaos. You crash into all adjacent allies; you are all knocked prone and lose all movement this round. 86 – 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd. 90 • Horrible aftermath. Roll twice on this chart and apply both effects to yourself. 91 - 95 • Self-inflicted wound. Your missed attack is costly. Roll your damage as if you had hit your target and apply it to yourself. 96 – 99 • Did you see that? Your missed attack is costly. Apply the maximum damage to yourself as if you had hit your target. 100 • No! Your missed attack is costly. Apply the maximum critical damage to yourself as if you had hit your target. Ranged attack with weapon D100 01 – 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone. 06 – 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends.. 10 • Something in your eye. Your melee and ranged attacks only do half damage for the remainder of the encounter. 11 - 15 • Whiplashed. Your weapon kicks back, striking you slightly and you take 1d8 damage. 16 – 19 • Wind knocked out of you. You become exhausted to level 1 of that condition. 20 • Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the encounter. 21 – 25 • Shook yourself up. You are stunned for 1 rd. 26 - 29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 30 • Panic attack. You must make a successful DC 10 WIS Save or become frightened for the remainder of the encounter. 31 – 35 • Dropped weapon. Your drop your weapon and it falls 10’ from your location in a random direction. 36 – 39 • Discombobulated. You become incapacitated for 1 rd. 40 • You’ve fallen and you can’t get up. You immediately fall prone and lose all movement this round. 41 – 45 • Bad timing. You drop to last in the imitative order for the combat but do not act again this turn. 46 – 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d6 damage every rd. until healed. 50 • Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they would suffer an Attack of Opportunity to do so. 51 - 55 • Exposed defenses. Your attack unbalances you so much that your target may take one attack against you as a reaction. 56 – 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter. 60 • Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you. 61 – 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful attack vs. you. 66 - 69 • Revealed intentions. You and your allies all suffer disadvantage for your next attack. 70 • Wrong target. You mistakenly strike an ally adjacent to you with your attack. 71 – 75 • Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You must make a DC 14 STR check to remove it as an action. 76 – 79 • Devastating error. Your opponent may immediately make one attack with advantage against you as a reaction. 80 • Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a DC 8 Save and get a +1 to their roll for every + of the weapon. 81 – 85 • Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your location in a random direction. 86 – 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd. 90 • Horrible aftermath. Roll twice on this chart and apply both effects to yourself. 91 - 95 • Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your damage as if you had hit your target and apply it to yourself. 96 – 99 • Did you see that? Your attack ricochets back and you hit yourself. Apply the maximum damage to yourself as if you had hit your target. 100 • No! Your attack ricochets back and you hit yourself. Apply the maximum critical damage to yourself as if you had hit your target. Spell Attack D100 01 – 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone. 06 – 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends 10 • Something in your eye. Your attacks only do half damage for the remainder of the encounter. 11 - 15 • Oops! You clonk your head on something, take 1d8 damage. 16 – 19 • Wind knocked out of you. You become exhausted to level 1 of that condition. 20 • Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the encounter. 21 – 25 • Shook yourself up. You are stunned for 1 rd. 26 - 29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 30 • Panic attack. You must make a successful DC 10 WIS Save or become frightened for the remainder of the encounter. 31 – 35 • Lose your grip. Your drop anything you had in hand and it falls 10’ from your location in a random direction. 36 – 39 • Discombobulated. You become incapacitated for 1 rd. 40 • You’ve fallen and you can’t get up. You immediately fall prone and lose all movement this round. 41 – 45 • Bad timing. You drop to last in the imitative order for the combat but do not act again this turn. 46 – 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d6 damage every rd. until healed. 50 • Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they would suffer an Attack of Opportunity to do so. 51 - 55 • Exposed defenses. Your attack unbalances you so much that your target may take one attack against you as a reaction. 56 – 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter. 60 • Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you. 61 – 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful attack vs. you. 66 - 69 • Revealed intentions. You and your allies all suffer disadvantage for your next attack. 70 • Wrong target. You mistakenly strike an ally adjacent to you with your attack. 71 – 75 • Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You must make a DC 14 STR check to remove it as an action. 76 – 79 • Devastating error. Your target may immediately make one attack with advantage against you as a reaction. 80 • Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a DC 8 Save and get a +1 to their roll for every + of the weapon. 81 – 85 • Thrown weapon. You lose your grip on whatever you had in hand. It lands 30’ from your location in a random direction. 86 – 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd. 90 • Horrible aftermath. Roll twice on this chart and apply both effects to yourself. 91-95 • Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your damage as if you had hit your target and apply it to yourself. 96 – 99 • Did you see that? Your attack ricochets back and you hit yourself. Apply the maximum damage to yourself as if you had hit your target. 100 • No! Your attack ricochets back and you hit yourself. Apply the maximum critical damage to yourself as if you had hit your target. Quote Link to comment Share on other sites More sharing options...
Zergrinch Posted December 21, 2014 Report Share Posted December 21, 2014 I am unfamiliar with hit dice since I am most familiar with the videogame rpg-esque 4th edition. How many hit dice do we get? Also, woo 1 in 200 (0.5%) chance of bad things happening for every single attack made. Hope this applies to enemies as well Quote Link to comment Share on other sites More sharing options...
Kyle Aarons Posted December 22, 2014 Author Report Share Posted December 22, 2014 You get one hit dice per level, you are all level one so you have one Quote Link to comment Share on other sites More sharing options...
A.B Posted December 23, 2014 Report Share Posted December 23, 2014 so if in battle we get hit and our HP go to 0 we just get knocked out until the battle is over and we come too? I'm guessing death will be avoided by the GM? But how/what would leave GM with no other option but to declare a char dead? I'm not very familiar with saving throws. Best I know is when a char is "killed" in a video game then either another player can resurect him if he/she knows a way to do it (potion/magic/etc) or the rest of the players win the battle and char is auto resurrected. In most contemporary MMorgs use a system where if you die you get resurrected to the nearest "safe" location meaning a town/city/temple etc but you may or may not lose items/exp/etc... I just need some clarifications on dying etc in the game. Say the bugbear in the swamps (or anyone else) manages to get me to HP 0 it means I am knocked out until the battle is over? Quote Link to comment Share on other sites More sharing options...
Zergrinch Posted December 23, 2014 Report Share Posted December 23, 2014 Based on his house rules, looks like it. The only way you will die them then is if an enemy hits you and your health falls below half your max health in the negative range... Quote Link to comment Share on other sites More sharing options...
Rilbur Posted December 24, 2014 Report Share Posted December 24, 2014 Based on his house rules, looks like it. The only way you will die them then is if an enemy hits you and your health falls below half your max health in the negative range... No, it's if you fall to or below your maximum health in the negative range. If you have 12 HP max, -12 is fatal. If you have a max HP of 12, a current HP of 6, and get hit for 18 damage, you die. 17 Damage you live at -11 HP, and get to start making saving throws. (Or being healed by your friendly neighborhood healer) Quote Link to comment Share on other sites More sharing options...
Kyle Aarons Posted December 29, 2014 Author Report Share Posted December 29, 2014 If you fall below 0 hit points you make death saves. on a roll of a 2-9 you fail if you roll a 1 you fail two times. On a roll of a 10-19 you succeed on a roll of a 20 You autosmatically stablize. three scussesses and you stabilize at 0 hit points. On three failures you die. During this time, is when others can prevent death with heath kits., spells, exc Quote Link to comment Share on other sites More sharing options...
Zergrinch Posted February 6, 2015 Report Share Posted February 6, 2015 I was bored and went through the rules on healing again. Unlike previous editions, it seems like there's no such thing as negative hit points anymore! Pg. 74: Hit Points - A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. Negative HP isn't really tracked, and only comes to play the first time you hit zero HP: Pg. 76 - When you drop to 0 hit points, you either die outright or fall unconscious. You die if the attack that reduces you to zero has enough leftover damage to match your max HP. You die if you fail three death saving throws. You also die if any attack that hits you equals or exceeds your max HP: Pg. 76: Instant Death - When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. Pg. 76: Damage at 0 Hit Points - If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. When at 0 HP, you fall unconscious and are subject to the following conditions (Pg. 107): Incapacitated (can't take actions or reactions) Can't move or speak, and is unaware of surroundings Drops whatever it is holding and falls prone. A prone creature has advantage on ranged attack rolls. Automatically fails strength and dexterity saving throws Attack rolls against you have advantage Any attack that hits you is a critical hit if the attacker is within 5 feet of you Basically, it looks like the advantage and disadvantage cancel each other out for ranged attacks, but a melee attack on such a creature would be devastating (advantage plus auto-crit). So, what's the implication of these rules as written? It means the elf woman might have a chance of living still! She was hit by three attacks: firebolt, shortbow hit, and critical longbow hit. Elan'fal's firebolt hits for 1d10, with an average of 5 (1+10=11/2=5.5). The elf has 14 HP, so even after a max damage hit, she would still be standing at 4 HP. Melirel's shortbow hits for 1d6 + dex mod. Because of Faerie Fire, he can apply sneak attack bonus of 1d6. Based on Melirel's proficiencies, he has a dex mod of 2, meaning his attack inflicts max damage of 2d6 + 2 = 14. Assuming this is the case, this drops the elf to 0 HP and she is dying. The leftover damage of 10 is less than her max HP of 14. Luth's longbow hits for 1d8 + dex mod. Since this is a critical hit, we add 1d8. Based on his skill proficiencies, Luth has a dex mod of 1, meaning his attack inflicts max damage of 2d8 + 1 = 17. This IS enough to kill her outright, but our only point of concern is whether the damage is greater than 14 or not. If 14 or more, she dies. If less, she fails 2 saving throws, and is 1 saving throw away from death. Being the OCD sufferer that I am, a probability tree tells me there are 4/64 chances of getting 14, 3/64 of 15, 2/64 of 16, and 1/64 of 17. Her probability of instant death is 10/64 = 15.625%. Not impossible, but not too likely either. If she still lives, the first to reach her the next round (D'Narenth and Abram) will presumably attempt to stabilize her. This requires a DC10 Wisdom (Medicine) check. I don't know their wisdom mods - presumably they won't have negative modifiers since perception is critically important in D&D. Assuming both of them have a zero modifier, it is again a 55% chance twice of saving her. The chance of failure is 45% x 45% = 20.25% The next turn, she makes a death saving throw. A result of 1-9 means she dies, 10-19 means she is still dying, and 20 means she is stable. That's a 45% chance of death, 50% chance of getting another round of stabilization, and 5% chance of living. D'Narenth and Abram will presumably try to stabilize again in the next round, with the same 20.25% chances of failure. After one more death saving throw, Quelten will be close enough to toss her a healing word. Results: Chances of dying in total are 24.17% and chances of survival is 75.83%. Dies after being killed outright by Luth: 15.63% Dies after failing a death save: 8.54% Stabilized by D'Naranth or Abram: 74.78% Healed by Quelten: 1.05% Of course this is simply a thought experiment because it is much too late to rewrite history. So she presumably was unlucky enough to have been slaughtered by Luth. But wooo, if only! (And yes, I'm bored. No other explanation why I did this thought experiment!) Quote Link to comment Share on other sites More sharing options...
Rilbur Posted February 6, 2015 Report Share Posted February 6, 2015 I believe Kyle house-ruled negative HP back in. Quote Link to comment Share on other sites More sharing options...
Zergrinch Posted February 6, 2015 Report Share Posted February 6, 2015 I actually thought negative HP was a thing too (look at my earlier posts). Until I really gave the rules a good read. So perhaps it is possible that was not an intentional house rule on Kyle's part. Quote Link to comment Share on other sites More sharing options...
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